The word is the top guilds may, mostly likely will end up rolling 4 of each class they play just in the event one covenant gets a nerf or buff that gives an advantage.
While the whole class identity thing is great, players will undoubtedly sim everything and roll with the FoTM covenant, and at the upper echelon of play, the top class also, meaning some players will run 4 of multiple classes just for the slight advantage it may bring come game day.
Your character you have played for X time, out the door. Your identity you have built? Gone. All your history, your previous raids, your achievements, all for nothing.
What is really bad about this is the lower players who follow the top ranks, those who watch streams and check the raid logs, they are probably going to follow suit and, in all honesty, probably fail.
You see it now, a player changes class because they seen someone do X, but than have no idea how to really play, and do quite bad. We need this class identity thing to stick so players will find a class or two they really enjoy for the class, and not the numbers, than they can truly learn how to play them and actually do well.
Because I know for myself and many others, playing what you enjoy and doing it well is far more important than the numbers on the screen. Which is why I have shelved my priest I made in MoP, they are not the same as they once were, their identity has changed so much I finally gave up on them.
And I know many players who have played a class longer than that, and that’s great, but I don’t want to see players rolling 4 of this or that just because they see it as a numbers game rather than an RPG.
What if Blizzard could put a cap on DPS for the first of whatever? First raid kill, first dungeon clear at X level, first world boss kill, first of any content that is ran to ensure a fair playing field, than open it up to allow uncapped damage.
Blizzard may or may not look at the sims, but they do try and balance stuff somehow, so however it is they balance let’s say X class is the lowest DPS on their metrics. What if that than was the maximum DPS that could be done until X was killed?
Whatever it is, capping the DPS is the only idea I can currently think off that will allow players to go into world firsts with an equal chance and therefore shouldn’t need to farm 4 of each, which should stop the snowball effect of the not so good players trying to copy them and failing.
Whatever happens though happens, but I feel it much better if players pick a class they enjoy and learn to play them well rather than look at the numbers and decide from there.